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Sonic 30 Anos: Sonic the Hedgehog (Prototype) ROM dentre outras!


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Mapa da Toxic Caves e mais detalhes perdidos são revelados

Craig Stitt está de volta (o ex-funcionário da SEGA TI que recentemente revelou o Treasure Tails e as artworks do Sonic 2) e desta vez com novidades do Sonic Spinball.

Para começar, ele postou um mapa desenhado da Toxic Caves da época de produção do jogo:

I5fUxEY.jpg

 

Depois, na postagem, ele soltou mais duas novidades:

Infelizmente, eu não tenho nenhuma arte original do Sonic Spinball, mas eu tenho um dos mapas de fase que me foi dado pelo Peter Morawiec.

Toxic Pools, como era chamada originalmente, deveria ser a segunda fase do jogo. A primeira fase, estava sendo feita pela Brenda Ross, que tinha acabado de ter todo o seu trabalho para o Sonic 2 descartado, então isso foi bem duro para ela. Eu não me lembro do motivo da primeira fase ter sido cortada.

Eu costumava achar que as únicas mudanças que tive que fazer na minha arte da fase, para que ela funcionasse como primeira fase, foi fazer algumas mudanças simples nas paletas, mas olhando agora nas minha anotações da época, parece que tive que fazer muito mais (mas não me lembro quais foram as mudanças).

As linhas vermelhas no desenho representam o tamanho da tela da TV. Isso era pra ajudar a entender a escala geral na hora de desenhar os gráficos.

Se você prestar atenção nas pedras no fundo da Toxic Caves, você irá notar que eu reusei a arte da Hidden Palace ‘perdida’, com alguns arredondamentos nos cantos, adição de gosma e algumas luzes.

Para efeito de comparação do fundo da Toxic Caves e da Hidden Palace:

EhlwgTZXcAEagZ1-284x300.pngEhlwiHPX0AMX5Vd.png

 

Vale ainda ressaltar que, de acordo com o desenho, o jogo não teria as esmeraldas, mas sim anéis gigantes no lugar e o chefe se assemelha muito uma das capas do Sonic Spinball feita pelo Greg Martin que nunca foi usada, mas que foi recentemente digitalizada pelo Anderson:

118322709_659917031576244_42153712505492

 

Parece que a produção do Sonic Spinball teve uma conexão interessante com o Sonic 2. Que outros segredos será que o Craig Stitt ainda tem guardado?

Fonte: SEGA retro gamers

Fonte::https://www.powersonic.com.br/mapa-da-toxic-caves-e-mais-detalhes-perdidos-sao-revelados/

Credito:Skar

Edited by Dav
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  • 2 weeks later...

Adoro vocês! Fizeram eu ter uma ótima leitura com as informações desse tópico. 

Sonic tem tanta coisa em aberto que fia difícil processar tudo, acho que a Sega nessa época fazia reuniões de Brainstorm todos os dia e praticamente todas as ideias saiam do papel e eram testadas. 

Acho que essas notícias não são tão por acaso assim, na minha opinião a equipe de Whitehead já está trabalhando no Sonic Mania 2 e devem estar cavando fundo nos armários antigos da Sega. 

Com a Internet hoje em dia da pra plantar várias coisas por aí para atiçar o público para o lançamento de um jogo, depois veremos várias dessas referências funcionando no game! 

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2 horas atrás, Mega. disse:

na minha opinião a equipe de Whitehead já está trabalhando no Sonic Mania 2 e devem estar cavando fundo nos armários antigos da Sega. 

Com a Internet hoje em dia da pra plantar várias coisas por aí para atiçar o público para o lançamento de um jogo, depois veremos várias dessas referências funcionando no game! 

tomara :) 

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Em 11/09/2020 at 09:56, PekSGN disse:

que baita desenho esse aí da fase :) 

e essa capa aí é bem mais legal que a final, muito melhor :lol: 

eu ainda acho que tu gostou por faz lembrar o carrinho de minério do sonic 2 do master system ^_^

a tectoy chegou a fazer um relacamento de alguns jogos de master e mega alterando um pouco as capas ate pensei que essa era uma delas mas foi montagem em cima da arte oficial (acho) as fases especiais da versao master do spinball sao diferente das do mega drive tambem a monitores que estao escondidos quando voce destroi aparece uma mensagem na tela (sao partes de um cheat code que voce ativa no options ouvindo os sons do jogo) da ate para aumentar o tamanho do sonic na tela.

20 horas atrás, Mega. disse:

Adoro vocês! Fizeram eu ter uma ótima leitura com as informações desse tópico. 

Sonic tem tanta coisa em aberto que fia difícil processar tudo, acho que a Sega nessa época fazia reuniões de Brainstorm todos os dia e praticamente todas as ideias saiam do papel e eram testadas. 

Acho que essas notícias não são tão por acaso assim, na minha opinião a equipe de Whitehead já está trabalhando no Sonic Mania 2 e devem estar cavando fundo nos armários antigos da Sega. 

Com a Internet hoje em dia da pra plantar várias coisas por aí para atiçar o público para o lançamento de um jogo, depois veremos várias dessas referências funcionando no game! 

eu lembro que no primeiro a sega do japao e quem trabalhou nos jogos forneceu bastante material ( por isso mostrou os esboços da ideia de viagem no tempo do sonic 2) possivelmente no ano que vem vai ter bastante noticias devido ao aniversario de 30 anos...e um mania 2 seria muito bem vindo.

quem sabe o whitehead tenha entrado em contato com quem trabalhou no sonic no ocidente e tenha guardado esse material consigo.

17 horas atrás, PekSGN disse:

tomara :) 

:olhos-brilhando-meme:

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25 minutos atrás, Dav disse:

 

eu ainda acho que tu gostou por faz lembrar o carrinho de minério do sonic 2 do master system ^_^

 

Pode ser :lol: , mas eu gosto desse tom de azul mais escuro e o degradê até o branco mais evidente dessa arte :) 

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Former Sega Artist Shinichi Higashi shows early sketches of Nack the Weasel

Today, Shinichi Higashi aka TOUMA  had recently found an old sketchbook of his with very early designs of Fang the Sniper aka Nack the Weasel that he shared on Twitter. As you can see in these images, his earliest design was much more short and stalky than the lanky weasel he became. In fact, Shinichi states that Nack’s head was loosely based on Opa-Opa.

“If memory serves correct, at that time I was taken by the elegant simplicity of Opa-Opa’s design; this early Fang concept was my attempt to design a character that reflected those same traits if only a little ”

 

OpaFang-300x225.jpg

Early-Fang-e1602225016727-895x375.jpg

Mr. Higashi now sells his own line of original toys of his own design that can be found at his own shop site, Toumart. (Note, it’s not a secure site). While some fans are asking questions, he didn’t want to go into too much detail so as not to upset Sega.

https://www.sonicstadium.org/2020/10/former-sega-artist-shinichi-higashi-shows-early-sketchings-for-nack-the-weasel/

 

 

 

 

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Artworks e músicas das versões beta do SA1 e SA2 foram reveladas

E mais uma vez, 2020 continua com o desenterro das relíquias do passado da série Sonic, desta vez, uma stream oficial do Sonic em prol da entidade Extra Life ocorreu no dia de hoje e como incentivo para as doações, materiais inéditos da época de criação do Sonic Adventure, Adventure 2 e Heroes foram reveladas.

EnDB-ICVcAAuYZE.jpg

EnC_No-UcAARs-Q.jpg

EnC-2JpUUAAxXrd.jpg

 

 

Além disso, foram reveladas músicas betas de algumas fases do Sonic Adventure 2, confiram:

Unveiled by SEGA live on stream: Here's the #SA2 beta track of City Escape. #SonicNews pic.twitter.com/NwyNh9jPPn

— Tails' Channel • Sonic the Hedgehog News & Updates (@TailsChannel) November 14, 2020

 

Unveiled by SEGA live on stream: Here's the #SA2 beta track of Mission Street. #SonicNews pic.twitter.com/lmywpY6TI9

— Tails' Channel • Sonic the Hedgehog News & Updates (@TailsChannel) November 14, 2020

 

Unveiled by SEGA live on stream: Here's the #SA2 beta track of Metal Harbor. #SonicNews pic.twitter.com/CbkOH1B7vs

— Tails' Channel • Sonic the Hedgehog News & Updates (@TailsChannel) November 14, 2020

 

Unveiled by SEGA live on stream: Here's the #SA2 beta track of Radical Highway. #SonicNews pic.twitter.com/RZY03kj7bs

— Tails' Channel • Sonic the Hedgehog News & Updates (@TailsChannel) November 14, 2020

 

Creditos: Skar

https://www.powersonic.com.br/artworks-e-musicas-das-versoes-beta-do-sa1-e-sa2-foram-reveladas/

Visite

https://www.powersonic.com.br/

 

 

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Posted (edited)
Dreams come true.

 

Sonic the Hedgehog (16-bit) (Prototype) (7).png
Sonic the Hedgehog (16-bit) (Prototype) (18).png
Sonic the Hedgehog (16-bit) (Prototype) (31).png
Sonic the Hedgehog (16-bit) (Prototype) (36).png
Sonic the Hedgehog (16-bit) (Prototype) (57).png
Sonic the Hedgehog (16-bit) (Prototype) (61).png
 

 

Presenting, a prototype of Sonic the Hedgehog 1 for the Sega Mega Drive. Courtesy of Buckaroo.

If you had asked us at least ten years ago if we would ever find a Sonic 1 prototype, we would have thought you were crazy. But ever since we found a prototype of Sonic 3, we knew that it would only be a matter of time before we would eventually find a Sonic 1 prototype. Little did we know that just a little over a year later, not only would we eventually receive one, but it would arrive with no hassle or expense to us or to the community. The story of the search for this white whale is a very personal one, so this article will be a bit different from what we usually write. Given that it has been a little over 15 years since our search began (and even longer if you consider the Sonic community itself), we have a lot to say.

https://hiddenpalace.org/

 

 

375px-Sonic_1_md_proto_-_cart_front.jpg

 

Notes

  • General differences:
    • The ROM header hasn’t been populated with game specific information yet.
    • The prototype uses a standard SEGA title screen commonly used in other games. The SEGA scream is absent and isn’t present in the ROM.
    • The “Sonic Team Presents” screen is completely absent.
    • The title screen lacks a trademark symbol.
    • The title screen has a “PRESS START BUTTON” prompt. This is absent in the final version, even though it’s still present in the game’s code.
    • Sonic’s palette on the title screen is slightly brighter in comparison to the final build.
    • Level select can be activated by pressing A+START on the title screen. For the final version, a level select code is used instead (UP, DOWN, LEFT, RIGHT, A+START). There is no code for a level select cheat. Debug mode can still be entered by holding A button while selecting a level from the level select.
    • The original level names for Spring Yard Zone and Scrap Brain Zone are still present in the level select.
    • A cross was added next to all of Star Light Zone and Act 3 of Clock Work Zone, despite Star Light Zone being accessible. This seems to be a left over from when Star Light Zone wasn’t accessible from the level select yet.
    • Final Zone is missing from the level select.
    • Clock Work Zone Act 3, Final Zone, and the ending level have not been implemented yet.
    • The staff credit sequence, continue screen, and the ending sequence have not been implemented and do not exist in the ROM in any form yet.
    • Pressing B on any of the levels in the level select loads up a strange version of Green Hill Zone Act 3. This is technically an “Act 4” for Green Hill Zone, and was most likely a way to test the ending area used before the end credits in the final game.
    • The title card used for each level has “ACT .” instead of “ACT”.
    • The demo after the title screen desyncs, causing Sonic to die instantly. It seems that the demo was recorded for a different level layout. The same demo recording seems to be used for each level presented. The game uses a different fade out routine when Sonic dies during a demo.
    • The level order consists of Green Hill Zone (Acts 1, 2, 3), Marble Zone (Acts 1, 2, 3), Sparkling Zone (Act 1), and Star Light Zone (Act 1). This suggests that the final level order has been decided at this point. The levels presented are all the acts that have been finished to a point where they could be completed. The game resets back to the SEGA logo after completing Star Light Zone Act 1.
    • Each level contains significant level layout differences, with Green Hill Zone and Marble Zone containing the least and Star Light, Labyrinth, Sparkling, and Clock Work containing the most..
    • Sonic’s tile set lacks his final sprite for picking up an air bubble and an additional fall back animation frame. All other sprites are identical.
  • Gameplay differences:
    • The HUD says RING instead of RINGS.
    • The HUD does not flash red when Sonic’s RING count is at zero, or when time is running out on the clock.
    • Continues haven’t been implemented yet.
    • Lives can be received after receiving 50 rings. In the final, you must collect 100 rings to receive an extra life.
    • You can go back to the title screen at any time by pressing START + A.
    • The music doesn’t stop when the game is paused.
    • End level bonus points have not been implemented. Instead, Sonic leaps into the air after an act is complete.
    • It isn’t possible to enter a special stage while in a level yet.
    • None of the levels contain signposts.
    • Time over has not been implemented. The timer resets to 9:00 if it reaches past 9:59.
    • Big rings that lead to special stages have not been implemented completely yet, but code and art for it exists in the ROM.
    • The vertical movement for the camera is slower than the horizontal, causing Sonic to often out run the camera when falling down. In levels with death pits, this can cause Sonic to die mid air.
    • Points received from enemies and certain objects do not multiply when received in succession. You will only receive 100 points from each badnik you destroy.
    • The boss in Green Hill Zone is the only boss in the game.
    • The game recognizes the button to jump before activating debug mode with the same button. This causes Sonic to jump after exiting debug mode. This was fixed for the final version.
  • Green Hill Zone differences:
    • The level contains a rolling ball hazard that goes unused in the final game. The rolling ball itself is modeled after Robotnik’s wrecking ball that’s used for the boss in this level. If Sonic moves over the ball or moves against it, the ball will chase after him. If the ball rests on a cliff, it will move in Sonic’s direction even if Sonic runs underneath it. If the ball falls on top of Sonic, it will crush him to death. If the ball hits Sonic as it's rolling on the same platform as Sonic however, it will only push him (it doesn’t hurt to the touch). This causes bugs where the ball can clip Sonic through level collision. The ball itself can map to most level collisions, and even carries its own momentum when it goes down hill, allowing it to move up half pipes and hills. However, it does not recognize the path swap flags, so it cannot go around loop de loops. Despite reports to the contrary in the media when the game was in development, the ball in its current state cannot destroy badniks or break down walls. The ball cannot be controlled if Sonic is on top of it. However, the ball does seem to react to when Sonic’s on top of it. However, it seems to cause the ball to lose its ability to recognize level collision.
    • The background art is slightly different. Each Act contains a slightly different background.
    • Rotating flowers are pink. In the final they are green.
    • Green Newtron badniks are pink in this build.
    • Platforms float at the same time and at the same rate of speed.
    • The rotating light underneath Robotnik’s ship doesn’t flash in the prototype.
    • When Robotnik has been defeated, he flies away much faster.
    • The boss music keeps playing even after Robotnik has been defeated.
  • Labyrinth Zone differences:
    • This stage contains a completely different static background in comparison to the final version. The prototype takes place under an open cave with light shafts. In the final, the level takes place in an area with mostly ruins and architecture.
    • This stage completely lacks water and bubbles. It appears that water has barely been programmed in the game yet.
    • This stage is completely devoid of objects and badniks in any act. However, art and code for the Jaws and Burrobot badniks exist in the game’s object table, but go unreferenced.
    • The stage’s debug object list only contains a ring, an item box, and a broken version of the Crabmeat badnik.
    • Sonic doesn’t die if he falls into a bottomless pit. Instead he just warps to the top of the stage.
    • The statue that pours water that Sonic would normally slide down on is bigger in the prototype.
    • The stage lacks a boss.
  • Marble Zone differences:
    • The level background contains UFOs that animate in the sky all throughout the level. This was removed from the final.
    • This level contains the Spikes badnik instead of the Caterkiller badnik. Caterkiller doesn’t seem to exist in the ROM yet.
    • Inside the debug mode’s object list is the Splats badnik, which was cut from the final (only the art remains in the final version).
    • There is a gimmick that goes unused for the final where Sonic has to repeatedly jump on a crushing platform to reach the other side. This was replaced by a platform that can be lowered with a switch.
    • If Sonic dies around lava, the debug markers that are used to indicate where the object that causes Sonic to get hurt when he touches lava appears. This occurs even if debug mode isn’t actually enabled.
    • You don’t earn points when breaking blocks.
    • There is no boss in Act 3. Instead there is a sign post shortly before the boss arena.
    • There is a bug in Act 3 that causes the game to lock the camera in place when Sonic is in a specific spot underneath the area where the end level sign post was added.
  • Star Light Zone differences:
    • The background art is slightly different.
    • Sonic suffers from some collision issues when going down half pipes and slopes, oftentimes slowing or stopping even though there is nothing in front of him.
    • The loop de loops contain lights on the top.
    • Seesaws exist in the debug object list but go unused. While the seesaws function, they lack the spike ball that helps propel Sonic into the air.
    • The stage is more difficult overall in comparison to the final build, containing more opportunities for Sonic to fall into a bottomless pit.
    • There are no badniks in any acts for this zone. Bomb badniks have not been added yet.
    • Marble Zone’s spitting lava object is on the debug object for this zone for some reason.
    • Act 2 and 3 are almost completely devoid of objects, but there are some objects placed in strange places.
    • The sign post that was added to the end of Act 1 is further down into the ground in this build.
    • The game resets back to the SEGA screen after the end of Act 1.
    • The stage lacks a boss.
  • Spring Yard Zone (Sparkling Zone) differences:
    • The background is completely different in comparison to the final. The background utilizes a flashing, neon colored palette for background billboards and stars set at night. In the final build, the stage is set to city outskirts during the evening/twilight.
    • The Roller badnik is present in the object list and is completely functional, but goes unused.
    • Act 2’s object layout was in the middle of being implemented at the time of this build, as the beginning of the zone contains objects but gets progressively more barren as the act goes on.
    • Act 3 is completely devoid of any objects.
    • You don’t earn points from hitting bumpers.
    • The stage lacks a boss.
  • Scrap Brain (Clock Work Zone) differences:
    • In the prototype, Scrap Brain Zone is referred to as Clock Work Zone.
    • The title card for this stage reads “CLOCK ORK ZONE” instead of “CLOCK WORK ZONE”. This is because the art for the “W” does not exist.
    • The background in Act 1 is completely different in comparison to the final version. Act 1 is actually using Act 2’s foreground as part of the background.
    • Act 2 lacks any background.
    • All acts are completely devoid of objects.
    • The foreground art contains various different tiles in comparison to the final version.
    • The object list for this zone contains just a ring, a monitor, and a broken copy of the Crabmeat badnik. However, there is unreferenced data that suggests that the Ball Hog badnik was planned for this zone already. The Ball Hog object is based on its original front facing design, and can still be restored and loaded with all of its art and code in the ROM.
    • Act 2 contains smaller rotating circles which were removed from the final build.
    • The zone contains slanted non working conveyor belts which go unused in the final build.
    • None of the acts can be completed.
    • Act 3 hasn’t been started yet.
    • The stage lacks a boss.
    • Death pits haven’t been added yet. If Sonic falls down, he warps to the top of the level.
  • Special Stage differences:
    • The unique level fade in and out does not exist in the prototype. Instead, the normal level fade in and out is used.
    • Uses just one level layout, which looks nothing like any of the layouts used in the final version. It doesn’t appear that other layouts exist in the ROM.
    • Debug mode cannot be activated for the Special Stage.
    • The Goal spheres do not cause Sonic to exit the Special Stage.
    • Touching the line of red spheres ends the Special Stage. The arena rotates exponentially before suddenly coming to a stop. After a few seconds, Sonic warps back to the starting point.
    • The rotation can be controlled by pressing A and B, each button slowly increases the speed in the opposite direction.
    • Only rings, bumpers, and spheres that control the rotation direction exist in the stage, there are no emeralds to collect and the squares that disappear to the touch haven’t been implemented yet. Graphics for the emeralds do exist in the ROM, however.
    • The completion screen hasn’t been implemented yet.
  • Music and Sound differences:
    • The sound sample used for the drum snare sounds different. It’s a higher quality version of the drum snare used for the final build.
    • There are some audio glitches near the end of the 1UP sound cue. This can sometimes cause other audio problems to occur in the sound driver.
    • Track $92 in the sound test crashes the game. This is caused by an invalid pointer.
    • The credits medley contains some different instrument programming.
    • The ending BGM has a slightly different ending.
    • The drowning BGM and emerald collect sound cues do not exist yet.
    • The SEGA scream does not exist on the sound test.

Screenshots

https://hiddenpalace.org/Sonic_the_Hedgehog_(Prototype)

 

 

Edited by Dav
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  • Dav changed the title to Sonic 30 Anos: Sonic the Hedgehog (Prototype) ROM dentre outras!
Posted (edited)
9 horas atrás, burn disse:

Eu lembro de ter visto fotos nas revistas que no hud dizia ring ao invés de rings

Provavelmente elas eram desse protótipo então

sim isso ficou mais conhecido ainda no Sonic 2 onde as revistas como a supergame divulgaram fotos de fases da versao beta que foram excluidas da versao final lembrando que a estranhamente a versao tectoy mostrava na contra capa a tela de start do sonic 2 beta...e no relancamento do jogo em fita com capa com tarja vermelha mantiveram...

alguns jogos de mega drive e master system tiveram relancamento no final dos anos 90 minha teoria e que encontraram um lote em algum lugar e colocaram ou modificaram a capa da fita e da caixa (que ja exigia o selo de classificacao etaria e do inmetro por lei)

Sonic2_tectoy.jpg

 

Sonic2_md_br_cover_alt.jpg

 

 

Edited by Dav
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12 horas atrás, Dav disse:

sim isso ficou mais conhecido ainda no Sonic 2 onde as revistas como a supergame divulgaram fotos de fases da versao beta que foram excluidas da versao final lembrando que a estranhamente a versao tectoy mostrava na contra capa a tela de start do sonic 2 beta...e no relancamento do jogo em fita com capa com tarja vermelha mantiveram...

alguns jogos de mega drive e master system tiveram relancamento no final dos anos 90 minha teoria e que encontraram um lote em algum lugar e colocaram ou modificaram a capa da fita e da caixa (que ja exigia o selo de classificacao etaria e do inmetro por lei)

Sonic2_tectoy.jpg

 

Sonic2_md_br_cover_alt.jpg

 

 

Trecotoy sempre fazendo das suas! Hahaha

Olha a imagem da capa vermelha com a proporção errada.. O sobrinho de 10 anos do dono da tectoy que fez :fodase:

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Parece que tem um protótipo mais antigo ainda do Sonic 1, diz q tem 7 planos de parallax e o yuji baka queria colocar no Sonic gems, mas não achou mais a rom

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@burn https://tcrf.net/Prerelease:Sonic_the_Hedgehog_(Genesis)/1990_Tokyo_Toy_Show

7 planos seria muito louco mesmo, o Mega só tem nativamente 2 camadas de fundo + 1 de sprites + 1 de hud. Muitos jogos fazem "camadas" extras com sprites, tiles animados, ou line scrolling.

https://www.sega-16.com/forum/showthread.php?30665

Edited by Stormwatch
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sobre os outros betas

Sonic Adventure 2:

  • Build data de Maio de 2001 e foi criada um mês antes do lançamento;
  • Todo os temas de DLC estão disponíveis e habilitados de início;
  • Os menus de tutorial estão bem bagunçados e pouco traduzidos;
  • Algumas funções de debug estão habilitadas;
  • A parte do míssil na Metal Harbor é bem mais difícil;
  • Final Rush tem vários efeitos sonoros diferentes;
  • Os Chao mudam mais rapidamente para a versão Hero ou Dark;
  • Chaos parecem não evoluir naturalmente nesta versão.

 

Sonic Spinball:

 

  • Datada de Setembro de 1993;
  • Músicas diferentes na tela de título, todas as esmeraldas coletadas, fugir do Rexxon com sucesso, saída dos bonus stages, completar a fase e sequência do final do jogo.

 

Dr. Robotnik’s Mean Bean Machine:

  • Datada de 17 de Setembro de 1993;
  • Os créditos da staff original não estão presentes aqui;
  • A tela de quando se coloca o cartucho de uma região diferente também não existe aqui.

creditos:Skar

http://www.powersonic.com.br

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Já que estamos falando de protótipos de Sonic, tem um fã que refez a Boss Fight do Metal Sonic do game Sonic X-treme e o mais legal que está rodando diretamente no Saturn e muito bem. É possível fazer o download da iso pra jogar diretamente no videogame.

 

Link para download Complete - Sonic Z-Treme : METAL SONIC | Sonic Fan Games HQ

 

 

 

 

 

 

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